Telecommunications virtual simulator

ABSTRACT

A method and system for simulation training of one or more persons in the installation and/or repair of telecommunications equipment. The method includes presenting a plurality of scenarios associated with the installation and/or repair of telecommunications equipment to a user viewing a display, providing predetermined desired user inputs responsive to the presented plurality of scenarios, and providing a user input means for the user to transmit user inputs to the computer for responding to the plurality of scenarios. The user inputs represent actions by a user controllable virtual person representing the user to perform a series of simulated person interactions and simulated physical tasks associated with telecommunications equipment installation. The user inputs responsive to the plurality of scenarios are received and stored. The user inputs responsive to the plurality of scenarios are compared with the desired user inputs, and subsequent possible simulated person interactions and simulated physical tasks presented to the user are partially dependent on the previous user inputs.

COPYRIGHT NOTICE

[0001] A portion of this patent document contains material which issubject to copyright protection. The copyright owner has no objection tothe facsimile reproduction by anyone of the patent document or thepatent disclosure, as it appears in the Patent and Trademark Officepatent file or records, but otherwise reserves all copyright rightswhatsoever.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to data processing systems, andmore particularly, to a method and system for interactively trainingstudents to perform selected tasks associated with the installationand/or repair of telecommunications equipment.

[0004] 2. Description of the Related Art

[0005] Current training methods for installation and or repair oftelecommunications equipment explain the processes involved eitherthrough printed training manuals, oral lectures, or recorded videos.These training tools are static and do not vary their presentationaccording to the characteristics or input of a user. As a result, a userof such training tools is unable to benefit from interactively learningthe process of installation and repair of telecommunications equipment.

[0006] Generally, the more interactive a training tool is the morebenefit it provides the user. Interactive training regimes reinforce theconcepts and skills that are being taught, and can specifically targetcritical areas of training. Additionally, virtual reality interactivetechniques allows the user to become immersed in the training byutilizing physical movement in a virtual world similar to that whichwill be experienced by the user during real world installation andrepair of telecommunications equipment.

[0007] However, conventional training tools fail to allow a user tointeract with persons and equipment in a manner that is analogous to theinteractions a user would experience when actually installing orrepairing telecommunications equipment. The conventional training toolsfail to provide feedback and remediation specific to the user'sweaknesses. In particular, conventional training tools do not present toa user a series of scenarios specific to the installation and/or repairof telecommunications equipment.

[0008] Thus, there has been a need for methods and systems that addressthese and other problems and provides more meaningful instruction on therepair and installation of telecommunications equipment.

SUMMARY OF THE INVENTION

[0009] An embodiment of the invention presents a method for simulationtraining of one or more persons in the installation and/or repair oftelecommunications equipment. The method includes presenting a pluralityof scenarios associated with the installation and/or repair oftelecommunications equipment to a user viewing a display, providingpredetermined desired user inputs responsive to the presented pluralityof scenarios, and providing a user input means for the user to transmituser inputs to the computer for responding to the plurality ofscenarios. The user inputs represent actions by a user controllablevirtual person representing the user to perform a series of simulatedperson interactions and simulated physical tasks associated withtelecommunications equipment installation. The user inputs responsive tothe plurality of scenarios are received and stored. The user inputsresponsive to the plurality of scenarios are compared with the desireduser inputs, and subsequent possible simulated person interactions andsimulated physical tasks presented to the user are partially dependenton the previous user inputs.

[0010] An embodiment of the invention presents a method for providingsimulation training of one or more persons in the installation and/orrepair of telecommunications equipment. The method comprises providing acomputer readable storage medium encoded with computer readable codethat corresponds to a plurality of scenarios associated with theinstallation and/or repair of telecommunications equipment. Eachscenario includes computer code that can instruct a computer system topresent a plurality of images to a user viewing a display, and eachscenario includes computer code that can receive responsive user inputsto the plurality of images and compare the responsive user inputs withpredetermined desired user inputs.

[0011] An embodiment of the invention presents a computer system forsimulation training of one or more persons in the installation and/orrepair of telecommunications equipment comprising. The system comprisesa memory means for storing a plurality images associated with theinstallation and/or repair of telecommunications equipment, a displaymeans for displaying to a user a plurality of scenarios associated withthe simulated installation and or repair of telecommunicationsequipment, and an input means for providing a user input means for theuser to transmit user inputs to the computer for responding to theplurality of scenarios. The user inputs represent actions by a usercontrollable virtual person representing the user to perform a series ofsimulated person interactions and physical tasks associated withtelecommunications equipment installation. The system further comprisesa processor means for comparing the user inputs with the desired userinputs, wherein subsequent possible simulated person interactions andsimulated physical tasks presented to the user are partially dependenton the previous user inputs.

[0012] An embodiment of the invention presents an apparatus forproviding simulation training of one or more persons in the installationand/or repair of telecommunications equipment. The apparatus comprises acomputer readable storage medium encoded with computer readable codethat corresponds to a plurality of scenarios associated with theinstallation and/or repair of telecommunications equipment. Eachscenario includes computer code that can instruct a computer system topresent a plurality of images to a user viewing a display, and eachscenario includes computer code that can receive responsive user inputsto the plurality of images and compare the responsive user inputs withpre-determined desired user inputs.

[0013] These and other features and advantages of the invention will bebetter understood from the following detailed description of a presentlypreferred embodiment of the invention in conjunction with the appendeddrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0014]FIG. 1 shows an architecture of a presently preferred embodimentof the invention.

[0015]FIG. 2 illustrates the enterprise architecture of a presentlypreferred embodiment of the invention.

[0016] FIGS. 3A-3E are flow diagrams of the process which enables a userto interactively train to perform selected tasks associated with theinstallation and/or repair of telecommunications equipment.

[0017]FIG. 4 is a screen shot illustrating the login process.

[0018]FIG. 5 is a screen shot illustrating the Virtual Business Processtour.

[0019]FIG. 6 is a further screen shot illustrating the Virtual BusinessProcess tour.

[0020]FIG. 7 is a screen shot illustrating the Communications PathOverview.

[0021]FIG. 8 is a further screen shot illustrating the CommunicationsPath Overview.

[0022]FIG. 9 is a screen shot illustrating the screen presented to theuser in the garage world.

[0023]FIG. 10 illustrates a map showing various building locations.

[0024]FIG. 11 is a screen shot illustrating the screen presented to theuser in the building lobby world.

[0025]FIG. 12 is a screen shot illustrating a first screen presented tothe user performing a punchdown in the inside terminal room world.

[0026]FIG. 13 is a screen shot illustrating a second screen to the userperforming a punchdown in the inside terminal room world.

[0027]FIG. 14 is a screen shot illustrating the screen presented to theuser in the customer suite world.

[0028]FIG. 15 is a screen shot illustrating the screen presented to theuser in the communications equipment room.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

[0029] The present invention encompasses methods and related systems fortraining users in the installation and/or repair of telecommunicationsequipment. The following description is presented to enable any personskilled in the art to make and use the invention, and is provided in thecontext of a particular application and its requirements. Variousmodifications to the preferred embodiment will be readily apparent tothose skilled in the art, and the generic principles defined herein maybe applied to other embodiments and applications without departing fromthe spirit and scope of the invention. For example, other trainingscenarios than those described in the preferred embodiment may bepresented to a user. Thus, the present invention is not intended to belimited to the embodiment shown, but is to be accorded the widest scopeconsistent with the principles and features disclosed herein.

[0030] This invention provides an interactive and dynamictelecommunications installation or repair training simulation, whichreinforces training instruction by allowing a user to interact withassociated multiple virtual reality scenarios (hereinafter also referredto as “worlds”, as termed by the inventors). Each world is a scenariothat a user is likely to encounter in a real world telecommunicationsinstallation or repair. The virtual reality scenario is also accompaniedby a natural language/chat interface in which the user can interact withcharacters in the virtual reality using text or ask questions if theuser requires help. The virtual simulator responds to user input andallows a user to practice operations necessary to achieve desiredactions within each world. Therefore the training simulation of thepresent invention provides a useful and interactive training functionfocussing on the scenarios that the user is likely to perform in, ratherthan passive instruction. The user controls the operation of thetraining simulation via actions in the virtual world and communicationvia the natural language/chart interface. Each of the worlds isassociated with previous and future worlds. User actions, omissions, andinteractions in each world carry over into the next world. The presentinvention dynamically alters each world and the user's potential optionsin such world.

[0031] The training simulation simulates real-world situations a user islikely to encounter in a telecommunications installation or repair. Thetraining simulation seeks to develop skills appropriate for a technicianinvolved in the installation or repair of telecommunications equipment.These skills may be either technical or involve standardized businessprocedures. The training simulation is organized according to the majorworlds a trainee is likely to encounter in the telecommunicationsequipment repair and installation industry. Each world is a scenariocomprising a series of related images that requires a mastery of a skillnecessary in the installation or repair of telecommunications equipment.Different worlds have different tasks that a user needs to learn. Forexample, a given world may be designed to train the user on certainitems of equipment while another world may be designed to train the useron a given standardized business procedure. The worlds directly reflectthe primary objectives of the training simulation and additionalsecondary objectives needed to achieve them. Some worlds may beidentified and predetermined as essential; others simply reflecttypical, but non-essential scenarios. During the training simulation,the user navigates within each world, and can move forward, sideward, orturn around.

[0032] One example problem or task that the user may be trained tocomplete is to install DSL service and configure a virtual privatenetwork at a customer site. In this example, there are five worlds thatthe user must complete: (1) the “garage” (2) the lobby of a customerhigh rise (3) the inside terminal (IT) room, (4) the customer suite, and(5) the communications equipment room. As part of the trainingsimulation the user will be required to progress through all of theworlds, and interact with virtual individuals within the worlds andperform required tasks appropriately.

[0033] The garage world is where a telecommunications technician isbased. The technician's supervisor is in the garage world as well aspeer technicians, a computer that the technicians receives work through,and a printer that the technician can print jobs out on. Also within thegarage world is a supply room where the technician selects the right setof tools and equipment to complete the tasks for that day. The purposeof the lobby world is for the user to learn how to interact with thebuilding lobby security guard in order to obtain access to both theinside terminal (IT) room and the customer suite. The inside terminalroom is typically the basement area of a high rise building in which allthe telecommunications equipment from the street enters into a high risebuilding. The purpose of the IT room world is for the user to simulateperforming a punch-down. The purpose of the customer suite world is forthe user to learn how to interact with the receptionist at the customersuite in order to gain access to the customer suite equipment room. Theequipment room is the space in which the telephone service provided byyour company meets the customers and equipment which provides thenetworking activity to the end users offices, cubicles, laptops, etc.The purpose of the communications equipment room world is for the userto learn how to complete the DSL installation process by connecting amodem to the router. The worlds are discussed in further detail below.

[0034] The user completes a series of interpersonal as well as technicalactivities within each world. Technical activities can includeinstalling a new piece of equipment, configuring equipment, and testingsystems and components. Utilizing the virtual worlds of the presentinvention to simulate the exact same type of testing and components as atechnician would perform out in the field, the present inventionsignificantly reduces the cost and expenses associated with training atechnician. In addition, the present invention results in improvedquality of training, resulting in better productivity and fewerrejection rates for new technicians.

[0035] In a current embodiment of the invention, the training simulationfurther allows a user to submit questions about aspects of the trainingsimulation. These questions may be submitted in a natural languageformat. A further embodiment of the invention allows the user to chatwith an instructor or other trainees. In a current embodiment of theinvention, in addition to virtual reality elements, multimedia elementsare utilized as part of the training simulation. At select times duringthe simulation, a video presentation may appear in which a techniciancomments on the user's actions and/or provides instructions to the user.

[0036] The training simulation multimedia elements are developed using avariety of video technologies. For example, the training simulationvideo display, i.e., the video displayed in a pop up media window isdeveloped from recording a technician speaking. Due to the potentialwide variations of systems that will be accessing the trainingsimulation and the varying speeds of Internet connections from user touser, the multimedia video elements may be saved in several formats anddisplayed with a streaming or progressive download technology, such asWindows™ Media Player or Real Player™. Prior to accessing the system, auser may be required to select a preferred video streaming, or otherdownload format, and download speed.

[0037]FIG. 1 illustrates the basic components of a presently preferredembodiment of a system that operates in accordance with the presentinvention. The system includes a user client computer 102 and a serversystem 104 which are linked together by the Internet 106. The clientcomputer 102 and server system 104 each include input and outputdevices, at least one processor, memory, and storage. The user clientcomputer 102 may be any type of computing device that allows a user (or“trainee”) to interactively browse Web sites via a Web browser 108. Forexample, the user computer may be a personal computer that runs theWindows NT operating system. Although one embodiment of the inventionwill be described relative to a client and a server that communicateover a network, one of ordinary skill in the art will appreciate thatthe invention may be implemented as a stand-alone system that is storedon a computer-readable medium, such as a hard disk, CD, DVD, floppydisk, and executed on a computer.

[0038] The user client computer 102 includes a display device with whicha user interacts with the server system via a graphical user interface(GUI). In a preferred embodiment, the GUI includes a virtual worldwindow 136, chat/NLI query window 138, and web browser 108. At certaintimes during the interactive training process, discussed in furtherdetail below, a video window will appear and streaming video contentfrom server system 104 will be delivered to the client computer 102 forpresentation to the user. The user may view portions of the content asit is streamed. Overflow data will be stored in a local buffer for laterviewing. While a file is being displayed, it may simultaneously bestored in a local system cache, or auxiliary memory storage.

[0039] The virtual world window 136 displays the worlds of the presentinvention to the user, and enables the user to navigate within eachworld. Images in the virtual world window 136 are constructed withsoftware packages Renderware 3.0, 3d Studio Max, Character Max, or othercommercially available graphics packages utilizing graphic artists'pictures. Functionality within the virtual world window, e.g., enablingthe user to navigate within the world, turn around, interact withpeople, interact with objects within the world is discussed in furtherdetail below. The images and interaction displayed to the user are meantto incorporate as much as possible the look and feel of a real-worldinstallation and or repair. The NLI/Chat window 138 displays textualinformation to the user and allows the user to enter textualinformation. The NLI/Chat functionality is enabled via EasyAsk, Java andMicrosoft Access 2000. The NLI/Chat window enable the user to ask freeform questions and then pose them to a variety of virtual personalities.Directly below the space for questions to be entered will be theresponse box. The Web browser displays a web browser virtual world thatis continually updated to display a virtual world based on user movementwithin the virtual world window 138. The web browser virtual world isalso created using commercial graphics packages such as Swift 3D, 3DStudio Max, Adobe Photoshop 6.0, and utilizes HTML, JavaScript and Flash5.0. User actions within the virtual world window, web browser window,and NLI/Chat window are communicated to the web browser 108 whichinteracts with server system 104.

[0040] The server system 104 provides various functionality for allowingusers to interactively train to perform selected tasks associated withthe installation and/or repair of telecommunications equipment. Asdescribed below, the server system 104 includes a software application110 that implements the processes utilized by users of client computers102 to interactively train to perform selected tasks associated with theinstallation and/or repair of telecommunications equipment. Theseprocesses are further described below, and include receiving job orders,interacting with virtual persons, travelling to job sites, performingvirtual repair and installations of telecommunications equipment, askingquestions and receiving answers when help is desired, and receivingfeedback after tasks are completed. The software application 110includes subcomponent software programs such as a movement engine 112,natural language interface (NLI) engine 114, chat engine 116,action/event engine 118, and evaluation engine 120, whose functions aredescribed in further detail below. The software application and thefunctions performed by its subcomponent programs may be executed usingthe server system processor. The server system 104 further comprises achat database 122, Q&A database 124, NLI database 126, movement database128, context database 130, and event database 132 whose functions aredescribed in further detail below. The databases are managed by adatabase manager 134 which allows the software application 110 to queryeach database, which returns the results of the search to the softwareapplication 110. The server system 104 also includes a videopresentation application, which may be, for example, a streamingapplication.

[0041] In operation, a user accesses the server system 104 via a clientcomputer 102 using a standard web browser 108, such as Microsoft'sInternet Explorer, and the web browser 108 communicates with the webserver 134 of the server system 104 utilizing HTTP protocol. Multipleclients 102 may be remote from the server system 104, allowing multipleusers at remote locations to simultaneously utilize the trainingsimulation. The web server 134 accesses a local store of images storedin the movement database 128 which can be requested, retrieved andviewed by a user at a client computer 102 using web browser 108. At thecurrent time, web pages are typically defined in part using Hyper-TextMarkup Language. These web pages may, for example, include images ofvirtual persons or virtual locations. Any information, such as useractions entered by a user at the client computer 102 are sent from theclient computer 102 to the web server 134 for further processing inconjunction with the software application 110. The web server 134initiates the software application 110 to process information receivedfrom the client computer 102.

[0042] The movement engine 112 controls the movements made by the userwithin the world. Movements are made by the user using a user inputdevice at the client. The user input device may be a mouse, joystick,keyboard, or other virtual reality input device. The movement engineallows user to navigates within the virtual world, interacts withvirtual persons and components. In conjunction with the chat engine andor NLI engine, the movement engine allows a user to approach othercharacters or avatars within the virtual world and engage inconversation. When a user navigates to a particular area in the virtualworld, this may prompt an event in the web browser to allow the user toperform an action. The movement engine in conjunction with the actionengine also manages bump collisions, or interactions with virtualpersons. When a user input is received or when the user navigates withina predetermined distance of a virtual person, the virtual person mayinitiate interaction with the user in the virtual world. The movementengine in conjunction with the action engine also monitors incorrectactions by the user, and is responsible for determining whether topresent a video stored in the context database.

[0043] The natural language interface (NLI) engine 114 enables the userto ask questions at any time during the training process. The NLIdatabase 126 contains content that is accessed and presented to the userby the NLI engine 114. All user questions and answers are stored in theQ&A database 124 for future use by the evaluation engine 120.

[0044] The chat engine 116 enables real-time chat over the internet suchas instant messaging between multiple users at different clients 102, aswell as between a user at a client 102 and a trainer at the serversystem 104. The chat database 122 contains the chat history andsequencing of all user chats.

[0045] The action/event engine 118 monitors and records the actions theuser makes, determines whether the user actions are appropriate, andresponds to the user action when appropriate. The action events engineresponds to the user actions, either permitting or prohibiting certainsubsequent actions, or presenting certain information to the user inresponse to a user action. In response to an incorrect user action, theaction events may access a video stored in the context database andpresent it to the user. The actions event engine allows for theremediation and feedback following completion of the training process byproviding a history of all the actions taken by the user. For example,the evaluation engine would utilize the data recorded by the actionevents engine to present to the user actions which should have beenperformed differently or in a different order

[0046] The evaluation engine 120 compiles and analyzes the informationstored in the context database, event database, Q&A database, and chatdatabase to provide a performance analysis report to the user followingcompletion of the training exercise.

[0047] Triage servlet 136 is a persistent applet running on serversystem 104 that can fulfill multiple requests. Triage servlet interactswith each engine of software application 110 and Web server 134 tocontrol the context and state of all user interactions and context.

[0048] The movement database 128 stores all of the images for access bythe movement engine to present to a user at a client computer. As theuser at the client computer 102 navigates around the virtual world, themovement engine supplies the appropriate images based on user locationwithin the virtual world.

[0049] The context database 130 monitors the current state the user isin with respect to current location and previous actions. It is acompilation of both user position and actions to contextualize the NLIengine and Chat engine in conjunction with the NLI DB and chat database.In response to a user inquiry received by the NLI engine, the NLI engineaccesses the context database to determine the current user state andactions completed, and then accesses the NLI database to retrieve anappropriate response. For example, if a user enters a question such as“What do I do?” directed at the supervisor while the user is the garage,the NLI engine will access the context database and respondappropriately. For example, if the user is in the garage, the supervisormay respond “First you should check your work order and then select theappropriate tools and call your customer.” Once the user selects andviews the work order, this information is stored in the contextdatabase. Any subsequent question by the user, even if the same questionas asked before, may result in a different response since the NLI enginewill respond based on the actions previously completed by the user.

[0050] The event database contains a history of all the actions andevents by a user. Actions and events include where the user navigated,who the user interacted with, and what actions the user performed duringinstallation and or repair of equipment.

[0051] Referring to FIG. 2, the enterprise architecture of an embodimentof the present invention is illustrated. The enterprise architectureallows multiple users at different client computers to access and usethe present invention simultaneously. For each user, a triage servlet isestablished running on server system 104. Each triage servlet canindependently interact with each engine of the software application 110.

[0052] Prior to accessing the software application 110, the user mustsign in with his or her name and password. Referring to FIG. 4, anillustrative screen shot is shown presenting the user with a loginscreen, prompting the user to enter his or her name, e-mail address, andlogin password. Once the user has been granted access, the user mayselect to begin the interactive simulation. In addition, prior tobeginning the interactive simulation, the user may select to view aBusiness Process tour which presents to the user information that helpsthe user learn the overall telecommunications business. Alternatively,the user may select to view the Communications Path Tour, which presentto the user content related to telecommunications networkinfrastructure. Referring to FIGS. 5 and 6, illustrative screen shotsare shown presenting the user with information during the BusinessProcess Tour. Referring to FIGS. 7 and 8, illustrative screen shots areshown presenting the use with information during the Communications PathOverview.

[0053] FIGS. 3A-3E are a flow diagram of the process which enables auser to interactively train to perform selected tasks associated withthe installation and/or repair of telecommunications equipment usingserver system 104. At step 304, the server system 304 presents thegarage world to the user at the client computer 102. FIG. 9 is a screenshot illustrating the screen presented to the user in the garage world.

[0054] At step 306, the server system 104 receives and stores inputs bythe user in the garage world. An illustrative garage world isestablished using the following code:

[0055] Those of ordinary skill in the art will recognize that equivalentgarage worlds can be constructed using alternative code sets. The codefor the garage world and the other worlds set forth below establish thelook of the world, camera angles, characters or “avatars” that the usercan select to represent himself or herself in the world, and actionsthat can be taken by the user within the world, as well as theramifications of such actions. Also established are animated avatarswithin the world, their actions, and their interactions with the user.Geographic matrixes are established in the world that trigger actionswhen the user enters a matrix or clicks on a matrix with a user inputdevice. For example, when the user navigates within the matrixsurrounding an animated avatar, a sound file may be played representingspeech of the animated avatar and a text file representing the speech ofthe animated avatar may appear in the NLI/Chat box. Similarly, when theuser clicks on a matrix of a given piece of telecommunications equipmentto perform a task, a close-up of the equipment or different piece ofequipment may appear.

[0056] The purpose of the garage world is for the user to learn how tointeract with the user's supervisor, obtain and print out work orders,and identify and gather the tools and equipment needed to perform thework order. The user must also identify and navigate to the client inorder to perform the work order. The garage world is the user's worklocation. It is the user's primary work location where the user obtainsand prints work orders, and selects equipment and tools. Shown inscreenshot 9, the user's company name is telecom.com. The world utilizesthe following icons: job aids, equipment tools, map, and work order.While in the garage world, the user navigates to a virtual computerwhere he can view his work order. The user can then print out the workorder on a virtual printer shown in the world. The user then navigatesto the printer within the virtual world and retrieves the work order,which appears as the user navigates to the printer in the virtual world.The work order can be viewed at any subsequent time by selecting thework order icon. The user then navigates to the equipment room, wherethe user selects the appropriate tools and equipment to complete thework order.

[0057] Job aids are a presentation of material that a technician wouldpotentially use in completing a work order. For example, if thetechnician needs assistance on how to install a DSL modem at thecustomer's site, they can access a job aid that will outline the generalsteps involved when performing the action in question. Other job aidsinclude, How to Read a Work Order, What Questions to Ask Customers, andHow to Punchdown a Cross connect. Once selected by the user in thegarage, the job aids are available for use in later worlds presented tothe user, such as in a customer equipment room. Customer equipment isempty until the user select items from the equipment shelf displayed inthe virtual world, as illustrated in FIG. 9. The user selects thedesired equipment from the supply shelf and drags it to the tool box sothat it is available the rest of the simulation. The user also selects atool belt from the supply shelf which contains certain tools. The userselects additional tools necessary for the work order from a list thatappears to the user after the tool belt is selected. The selected toolsare available to the user in future worlds by selecting the tools icon.After the user has selected the desired equipment and tools, the userselects the map icon. A map showing various building locations appears,as illustrated in the screenshot shown in FIG. 10, and the user selectsthe appropriate destination based on the work order.

[0058] At step 308, while the user is in the garage world, the user mayinput a question via the natural language interface. At step 310, theNLI engine 114 retrieves the appropriate response from the NLI database126 utilizing information from the context database 130. At step 312,the server system 104 presents the response to the user at the client102. At step 314, the action event engine 118 compares user actions witha predetermined set of desired actions stored in the context database.If the user has completed the predetermined set of desired actionsrequired to move to the next world, the server system 104 presents thenext world. If not, the server system presents information to the userto help the user perform the desired actions. Such information may takethe form of short videos or text. Although a predetermined number ofactions must be completed in order for the user to advance to the nextworld, not all incorrect actions prohibit advancement. Rather, theaction event engine 118 will monitor and record incorrect actions whichaffect the user's future training and interactions in subsequent worlds.

[0059] Within the garage world, there are a number of avatars that theuser can interact with. The supervisor, located behind the desk, can beasked questions around what steps need to be taken to complete the tasksin the garage. “What should I do?”, “What tools do I need to installDSL?”, are examples of the types of questions the user might ask thesupervisor. In addition to the supervisor avatar, there a 3 peertechnician avatars inside the garage world that are, similar to thesupervisor, available for questioning.

[0060] Inside the garage world, the user is tasked with picking up hiswork order from the printer, selecting the appropriate tools andequipment from the tool cage, and calling the customer utilizing thechat/nli query window 138. Failing to complete the above tasks, resultsin feedback and/or inability to complete tasks in later worlds. If theuser does not pick up the work order, the user will be unable toreference that item in a later world to complete the activities relatedto that world. If the user does not select the appropriate tools andequipment, those items will be unavailable for use in a later world. Ifthe user does not call ahead to the customer, the user will be forced tocall the customer upon entrance into the lobby world to gain access tothe customer suite world. The server system presents the user with acity map showing several relevant buildings, including potentialcustomers, a central office, and the user's garage. Based on the workorder select the destination where the work order is to be performed. Inthe present example, a DSL installation at a customer, the user selectsthe building at which the customer is located. In alternative trainingscenarios, the user may select the central office if the service orderrequired the user to install a high speed broadband data service. Inaddition, if the work order was directed at repair scenario rather thanan installation scenario, the user would potentially need to go to thecentral office to do some troubleshooting and diagnosis.

[0061] At step 318, the server system 304 presents the building lobbyworld to the user at the client computer 102. FIG. 11 is a screen shotillustrating the screen presented to the user in the building lobbyworld.

[0062] At step 320, the server system 104 receives and stores inputs bythe user in the building lobby world. An illustrative lobby world isestablished using the following code:

[0063] Those of ordinary skill in the art will recognize that equivalentbuilding lobby worlds can be constructed using alternative code sets.The purpose of the building lobby world is for the user to learn how tointeract with the building lobby security guard in order to obtainaccess to both the inside terminal (IT) room and the customer suite.Utilizing the NLI window, the user must interact with the security guardto gain access to the IT room. The user introduces himself to thesecurity guard. At step 322, the server system determines thepermissible user actions. If the user has previously called the customeridentified on the work order to inform the customer the user would bearriving the user's name will appear on the security guard's visitorlist. If the user failed to call the customer from the garage world, theuser will be allowed to advance to the building lobby world, but willnot have access to the IT room or customer suite without furtherremedial action. The user then calls the customer receptionist to checkin, and the receptionist informs the security guard to permit the useraccess. Alternatively, the security guard may contact the customerreceptionist directly.

[0064] At step 326, while the user is in the building lobby world, theuser may input a question via the natural language interface. At step328, the NLI engine 114 retrieves the appropriate response from the NLIdatabase 126 utilizing information from the context database 130. Atstep 330, the server system 104 presents the response to the user at theclient 102. At step 332, the action event engine 118 compares useractions with a predetermined set of desired actions stored in thecontext database. If the user has completed the predetermined set ofdesired actions required to move to the next world, the server system104 presents the next world. If not, the server system presentsinformation to the user to help the user perform the desired actions.Such information may take the form of short videos or text. Although apredetermined number of actions must be completed in order for the userto advance to the next world, not all incorrect actions prohibitadvancement. Rather, the action event engine 118 will monitor and recordincorrect actions which affect the user's future training andinteractions in subsequent worlds.

[0065] Within the lobby world, there is one avatar that the user caninteract with. The security guard, located behind the desk, can be askedquestions around what steps need to be taken to complete the tasks inthe lobby. “Where is the IT Room?”, “Where is the Phone Room?”, areexamples of the types of questions the user might ask the garage.

[0066] Inside the lobby world, the user is tasked with finding out wherein the building he needs to perform his punchdown tasks throughquestioning the security guard. If the user has not called the customerprior to entering the lobby world, the user is required to do so in thisworld prior to gaining access the IT room world and customer suiteworld. Failing to complete the above tasks, results in feedback and/orinability to complete tasks in later worlds. If the user does not callthe customer, the user will be unable to use the elevator system to gainaccess to the IT room and customer suite worlds.

[0067] At step 336, the server system 304 presents the IT room world tothe user at the client computer 102. FIGS. 12 and 13 are screen shotsillustrating screens presented to the user while the user is performinga “punchdown” in the IT room world. FIG. 12 is a graphical depiction ofa 66-Block, an item that is located in IT rooms. This 66-Block is usedby technicians to connect the underground cables coming into thebuilding to the riser cables specific to the company for which theinstallation is being performed. Also on FIG. 12 is the T-Berd tool,used by technicians to perform tests on incoming pairs located on the66-Block. FIG. 13 depicts the 66-Block, along with a punchdown tool,used to connect the incoming pairs on the 66-Block to the riser cablepairs. At step 338, the server system 338 retrieves previous user inputsfrom previous worlds stored in the event database. At step 340, theserver system 104 receives and stores inputs by the user in the IT roomworld. An illustrative IT room is established using the following code:

[0068] Those of ordinary skill in the art will recognize that equivalentIT room worlds can be constructed using alternative code sets. Thepurpose of the IT room world is for the user to simulate performing apunch-down. The user accesses the user toolbar and click on tools toselect the appropriate tool there. That tool would then be presented toyou on the screen and you would use your mouse, arrow, whatever, clickon it. The user would then drag it up to the appropriate place on thecross box where the tool is to be used.

[0069] A large cable running from the central office to the buildingterminates at the inside terminal room. The cable is the conduit for allof the communications lines servicing the entire building. The userperforms a “punch down” within the inside terminal room. A punch downcomprises cross-connecting the cables that are coming in from thecentral office to the cables that are going up in the building. Thesecables are known as riser cables, and are essentially vertical cablesthat move from the basement to the first floor or to the second floor orto the third floor, etc. The user connects the appropriate pairs ofcables. Following the connection process, the user performs a test toensure that the appropriate pairs of cables have been connected and atest to ensure that the cables that have been connected are able tosupport the level of service that is required of the work order. At thisstep in the process, the user selects the T-Berd test set from theirequipment box icon to test for the appropriate signal and verify thatthey have located the correct incoming pair of wires as specified on thework order. Once the correct set of wires have been located, the userproceeds with the activity by selecting their punchdown tool from theirtoolset and extending the appropriate wires to the customer suite. Forexample, a pair that has old copper wire could easily support phoneservice but not support a DSL line of data service so the user may berequired to replace that copper wire with simply a new copper wire.

[0070] At step 342, user actions are compared with the desired IT roomactions. At step 356, if the user did not perform the correctinstallation, the server system presents a responsive video to the user.This video may be a “war story” (as termed by the inventor) by a formertechnician describing the consequences of performing such an incorrectaction. In the IT room worlds, when a user connects the wrong cables,the user receives immediate feedback in the form of a video war story.For example, a small 3″ by 3″ video pops up of a technician telling theuser about an assignment in which the technician did not appropriatelytest to ensure that he was connecting the right pairs which resulted ina great amount of deal of rework for him and to have fellow techniciansto actually diagnose the problem. As in other worlds, the user may inputa question via the natural language interface. The NLI engine 114retrieves the appropriate response from the NLI database 126 utilizinginformation from the context database 130, which is then presented tothe user at the client 102. If the user has completed the predeterminedset of desired actions required to move to the next world, the serversystem 104 presents the next world.

[0071] At step 336, the server system 304 presents the customer suiteworld to the user at the client computer 102. FIG. 13 is a screen shotillustrating the screen presented to the user in the customer suiteworld. At step 352, the server system 338 retrieves previous user inputsfrom previous worlds stored in the event database. At step 354, theserver system 104 receives and stores inputs by the user in the customersuite world. An illustrative customer suite is established using thefollowing code:

[0072] Those of ordinary skill in the art will recognize that equivalentcustomer suite worlds can be constructed using alternative code sets.The purpose of the customer suite world is for the user to learn how tointeract with the receptionist at the customer suite in order to gainaccess to the customer suite equipment room. A text based interactionutilizing the natural language interface is used to obtain instructionsto the customer suite equipment world. Within the customer suite world,the user proceeds to navigate towards the customer suite equipment worldafter speaking with and obtaining permission from the receptionistavatar.

[0073] At step 356, while the user is in the customer suite world, theuser may input a question via the natural language interface. At step358, the NLI engine 114 retrieves the appropriate response from the NLIdatabase 126 utilizing information from the context database 130. Atstep 360, the server system 104 presents the response to the user at theclient 102. At step 362, the action event engine 118 compares useractions with a predetermined set of desired actions stored in thecontext database. If the user has completed the predetermined set ofdesired actions required to move to the next world, the server system104 presents the next world. If not, the server system presentsinformation to the user to help the user perform the desired actions.Such information may take the form of short videos or text. Although apredetermined number of actions must be completed in order for the userto advance to the next world, not all incorrect actions prohibitadvancement. Rather, the action event engine 118 will monitor and recordincorrect actions which affect the user's future training andinteractions in subsequent worlds.

[0074] At step 366, the server system 304 presents the Communicationsequipment room world to the user at the client computer 102. FIG. 13 isa screen shot illustrating the screen presented to the user in theCommunications equipment room world. At step 368, the server system 104retrieves previous user inputs from previous worlds stored in the eventdatabase. At step 370, the server system 104 receives and stores inputsby the user in the Communications equipment room world. An illustrativecommunications equipment room world is established using the followingcode: world { name=“PhoneRoom” ID=“6” description=“A test world forscript debugging” mainURL=“http://127.0.0.1/HoloStation3/PhoneRoom”modelURL=“http://127.0.0.1/HoloStation3/PhoneRoom/Models/”textureURL=“http://127.0.0.1/HoloStation3/PhoneRoom/Textures/”scriptURL=“http://127.0.0.1/HoloStation3/PhoneRoom/Scripts/”mediaURL=“http://127.0.0.1/HoloStation3/PhoneRoom/Media/”InitPos=“0,1,0,0,0,1,1,0,0,−3.8,2,.9” camera { name=“eye” xOffset=“0.2”yOffset=“1.0” zOffset=“0.0” rotX=“0.0” rotY=“0.0” rotZ=“0.0”active=“yes” } camera { name=“front” xOffset=“0” yOffset=“0.5”zOffset=“5.0” rotX=“0.0” rotY=“180.0” rotZ=“0.0” } camera { name=“back”xOffset=“0” yOffset=“0.5” zOffset=“−3.0” rotX=“8.0” rotY=“0.0”rotZ=“0.0” } avatar { name=“FemaleTech” ID=“2”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech.DFF. hs3”version=“1.0” geometry_name = “FemaleTech.dff” geometry_version=“1.0”active=“yes”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech.DFF.hs3” animation { type=“walk” name=“FemaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech.ska .hs3”divisor=“250” } animation { type=“wait” name=“FemaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech.ska .hs3”divisor=“250” } gesture { name=“FemaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech.ska .hs3”menu_name=“Wave” divisor=“250” } } avatar { name=“FemaleTech01” ID=“3”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech01.DF F.hs3”version=“1.0” geometry_name = “FemaleTech01.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech01.DFF.hs3” animation { type=“walk” name=“FemaleTech01” version“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech01.ska.hs3” divisor=“250” } animation { type=“wait” name=“FemaleTech01”version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech01.ska.hs3” divisor=“250” } gesture { name=“FemaleTech01” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech.ska .hs3”menu_name=“Wave” divisor=“250” } } avatar { name=“FemaleTech02” ID=“4”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech02.DF F.hs3”version=“1.0” geometry_name = “FemaleTech02.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/Female/Tech02.DFF.hs3” animation { type=“walk” name=“FemaleTech02”version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech02.ska.hs3” divisor=“250” } animation { type=“wait” name=“FemaleTech02”version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech02.ska.hs3” divisor=“250” } gesture { name=“FemaleTech02” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech02.ska.hs3” menu_name=“Wave” divisor=“250” } } avatar { name=“FemaleTech03”ID=“5” URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech03.DFF.hs3” version=“1.0” geometry_name = “FemaleTech03.dff”geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/FemaleTech03.DFF.hs3” animation { type=“walk” name=“FemaleTech03”version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech03.ska.hs3” divisor=“250” } animation { type=“wait” name=“FemaleTech03”version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech03.ska.hs3” divisor=“250” } gesture { name=“FemaleTech03” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/FemaleTech03.ska.hs3” menu_name=“Wave” divisor=“250” } } avatar { name=“MaleTech”ID=“6” URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech.DFF.hs3” version=“1.0” geometry_name = “MaleTech.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech.DFF.hs3” animation { type=“walk” name=“MaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech.ska.h s3”divisor=“250” } animation { type=“wait” name=“MaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech.ska.h s3”divisor=“250” } gesture { name=“MaleTech” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech01.ska.h s3”menu_name=“Wave” divisor=“250” } } avatar { name=“MaleTech01” ID=“7”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech01.DFF. hs3”version=“1.0” geometry_name = “MaleTech01.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech01.DFF.hs3” animation { type=“walk” name=“MaleTech01” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech01.ska .hs3”divisor=“250” } animation { type=“wait” name=“MaleTech01” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech01.ska .hs3”divisor=“250” } gesture { name=“MaleTech01” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech01.ska .hs3”menu_name=“Wave” divisor=“250” } } avatar { name=“MaleTech02” ID=“8”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech02.DFF. hs3”version=“1.0” geometry_name = “MaleTech02.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech02.DFF.hs3” animation { type=“walk” name=“MaleTech02” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech02.ska .hs3”divisor=“250” } animation { type=“wait” name=“MaleTech02” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech02.ska .hs3”divisor=“250” } gesture { name=“MaleTech02” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech02.ska .hs3”menu_name=“Wave” divisor=“250” } } avatar { name=“MaleTech03” ID=“9”URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech03.DFF. hs3”version=“1.0” geometry_name = “MaleTech03.dff” geometry_version=“1.0”geometry_URL=“http://127.0.0.1/HoloStation3/Avatars/Models/MaleTech03.DFF.hs3” animation { type=“walk” name=“MaleTech03” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech03.ska .hs3”divisor=“250” } animation { type=“wait” name=“MaleTech03” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech03.ska .hs3”divisor=“250” } gesture { name=“MaleTech03” version=“1.0”URL=“http://127.0.0.1/HoloStation3/Avatars/Scripts/MaleTech03.ska .hs3”menu_name=“Wave” divisor=“250” } } scene { name=“mainScene” BSP {name=“PhoneRoom” version=“1.0”URL=“http://127.0.0.1/HoloStation3/PhoneRoom/Models/PhoneRoom.bsp .hs3”} model { geometry {  name=“door.dff”  version=“1.0”URL=“http://127.0.0.1/HoloStation3/PhoneRoom/Models/door.dff.hs3” }instance {  matrix=“0,−1,0,0,0,1,−1,0,0,−5.051,2.997,1.5”  clickevent {  action { type=“CReqURLAction” param=“E:\Program Files\ApacheGroup\Apache\htdocs\accenture_standalone\web\exitphoneroomtocs.html”param=“hidden”   } }  } } model { geometry {  name=“PunchdownBlock.dff” version=“1.0”URL=“http://127.0.0.1/HoloStation3/PhoneRoom/Models/PunchdownBlock.dff.hs3” } instance {  matrix=“0,−1,0,−1,0,0,0,0,−1,3.775,1.558,1.398”clickevent {  action { type=“CReqURLAction” param=“E:\ProgramFiles\ApacheGroup\Apache\htdocs\accenture_standalone\web\phoneroommovie.html”param=“hidden”  } }  } } } NLIRespondent { name=“Supervisor” ID=“1” }NLIRespondent { name=“Peer Technician” ID=“2” } NLIRespondent {name=“Bonnie (CSR)” ID=“3” } NLIRespondent { name=“Security Guard”ID=“5” } chatbutton { caption=“Training Portal”url=“http://127.0.0.1/accenture/web/getcatalog.html” dest=“hidden” }startsound=“true” initservletURL=“localhost:17319”triageservletURL=“localhost:17319” startmultiuser=“true” }

[0075] Those of ordinary skill in the art will recognize that equivalentCommunications equipment room worlds can be constructed usingalternative code sets. The purpose of the Communications equipment roomworld is for the user to learn how to complete the DSL installationprocess by connecting a modem to the router. The communicationsequipment room displays an equipment rack at which the user installs amodem and connects the appropriate cables. In this world, the userperforms a series of steps to configure the DSL modem for IVPN to beable to be in place at the customer site. The user utilizes his laptop,and connects modem cables to their appropriate port. The user connectsthe router for the office network to the modem. After completion of theDSL installation, the user interacts with a communications specialistthat is in the communications equipment room world. The user requeststhat the communications specialist perform any required testing.

[0076] Following completion of the communications equipment room world,the user clicks on the map icon. In the bottom right-hand corner of thatmap is a button called done with installation. The user clicks on thisbutton to bring up a detailed score card and feedback evaluating theuser actions during the simulation.

[0077] At step 372, while the user is in the communications equipmentroom world, the user may input a question via the natural languageinterface. At step 374, the NLI engine 114 retrieves the appropriateresponse from the NLI database 126 utilizing information from thecontext database 130. At step 376, the server system 104 presents theresponse to the user at the client 102. At step 378, the action eventengine 118 compares user actions with a predetermined set of desiredactions stored in the context database. At step 382, if the user did notperform the correct installation, the server system presents aresponsive video to the user. This video may be a “war story” by aformer technician describing the consequences of performing such anincorrect action. If the user connects the wrong cables, the userreceives immediate feedback in the form of a video war story similar tothat described in the IT room world. At step 384, the server system maypresent responsive text to the user.

[0078] Within the communications equipment room world, there are anumber of avatars that the user can interact with. The communicationsspecialist, located behind the desk, can be asked questions around whatsteps need to be taken to complete the tasks in the garage. “Where do inneed to put the modem?”, “Would you like me to test the service?”, areexamples of the types of questions the user might ask the communicationsspecialist. In addition to the communications specialist avatar, thereis a bystander avatar inside the communications equipment room worldthat proactively interacts with the user by posing a question abouthaving DSL installed at their residence. This question addressescustomer service interaction skills.

[0079] Inside the communications equipment room world, the user istasked with installing and configuring the modem for the customer andtesting the service to ensure that the service is properly installed.Failing to complete the above tasks, results in feedback and/orunsuccessful completion of the installation scenario. If the user doesnot accurately install and configure the modem, the service will notreturn and accurate test. If the user does not accurately test theservice, the user will receive negative feedback based on the overallsuccess of the installation.

1. A method for simulation training of one or more persons in theinstallation and/or repair of telecommunications equipment comprising:presenting a plurality of scenarios associated with the installationand/or repair of telecommunications equipment to a user viewing adisplay; providing predetermined desired user inputs responsive to thepresented plurality of scenarios; providing a user input means for theuser to transmit user inputs to the computer for responding to theplurality of scenarios, wherein the user inputs represent actions by auser controllable virtual person representing the user to perform aseries of simulated person interactions and simulated physical tasksassociated with telecommunications equipment installation; receiving andstoring the user inputs responsive to the plurality of scenarios;comparing the user inputs responsive to the plurality of scenarios withthe desired user inputs, wherein subsequent possible simulated personinteractions and simulated physical tasks presented to the user arepartially dependent on the previous user inputs.
 2. The method of claim1, wherein the plurality of scenarios reflect areas of trainingpredetermined as integral to the installation and/or repair oftelecommunications equipment.
 3. The method of claim 1, wherein theplurality of scenarios comprise: a first plurality of images associatedwith a telecommunications technician's work location; a second pluralityof images associated with an inside terminal room at a customerbuilding; and a third plurality of images associated with acommunications equipment room at a customer building.
 4. The method ofclaim 3, further comprising a fourth plurality of images associated withthe customer lobby at a customer building.
 5. The method of claim 1,further comprising displaying a video file responsive to the user inputsfollowing comparing the user inputs responsive to the plurality ofscenarios with the desired user inputs.
 6. The method of claim 1,further comprising playing an audio file and displaying associated textto the user responsive to user inputs.
 7. The method of claim 1, furthercomprising receiving user inputs comprising textual informationresponsive to the simulated person interactions.
 8. The method of claim1, further comprising receiving user inputs to control the direction ofmovement of the user controllable virtual person.
 9. The method of claim1, further comprising receiving user inputs to control the location ofthe user controllable virtual person within a scenario.
 10. The methodof claim 1, further comprising evaluating user performance based oncomparing the user inputs responsive to the plurality of scenarios withthe desired user inputs.
 11. The method of claim 1, wherein the displaycomprises a first area displaying a scenario and a second areadisplaying a textual interface box, wherein the textual interface boxdisplays text entered by the user, text associated with communicationfrom a virtual person in a scenario, or text responsive to userquestions.
 12. A method for providing simulation training of one or morepersons in the installation and/or repair of telecommunicationsequipment comprising: providing a computer readable storage mediumencoded with computer readable code that corresponds to a plurality ofscenarios associated with the installation and/or repair oftelecommunications equipment, wherein each scenario includes computercode that can instruct a computer system to present a plurality ofimages to a user viewing a display, and wherein each scenario includescomputer code that can receive responsive user inputs to the pluralityof images and compare the responsive user inputs with predetermineddesired user inputs.
 13. A computer system for simulation training ofone or more persons in the installation and/or repair oftelecommunications equipment comprising: a memory means for storing aplurality images associated with the installation and/or repair oftelecommunications equipment a display means for displaying to a user aplurality of scenarios associated with the simulated installation and orrepair of telecommunications equipment an input means for providing auser input means for the user to transmit user inputs to the computerfor responding to the plurality of scenarios, wherein the user inputsrepresent actions by a user controllable virtual person representing theuser to perform a series of simulated person interactions and physicaltasks associated with telecommunications equipment installation; aprocessor means for comparing the user inputs with the desired userinputs, wherein subsequent possible simulated person interactions andsimulated physical tasks presented to the user are partially dependenton the previous user inputs.
 14. The system of claim 13, wherein thedisplay means and input means are remote from the memory means andprocessor means.
 15. An apparatus for providing simulation training ofone or more persons in the installation and/or repair oftelecommunications equipment comprising: a computer readable storagemedium encoded with computer readable code that corresponds to aplurality of scenarios associated with the installation and/or repair oftelecommunications equipment, wherein each scenario includes computercode that can instruct a computer system to present a plurality ofimages to a user viewing a display, and wherein each scenario includescomputer code that can receive responsive user inputs to the pluralityof images and compare the responsive user inputs with pre-determineddesired user inputs.